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64's Art-Chive

@64artchive / 64artchive.tumblr.com

Welcome to the Art-Chive!

This is the art only variant of @the-64th-gamer if you just wanna browse my portfolio!

On this account, things are only tagged by their year (#2015 - #2023).

Older stuff (pre-2023) are posted after-the-fact and have descriptions for their original post date and context. Every so often older art will be posted here, as the archive is incomplete. It will be tagged accordingly so don't think my art abilities suddenly dropped off lolol.

Most of my unlisted YouTube videos are in here too. This place is genuinely the spot to find all of my art ever.

Want a quick way of browsing the tags? Check my actual website!

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Reblogged

More progress on The Affordance of Gibbet! Got some copy abilities working and a level to run around! The game's fully open source on GitHub!!

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doing some progress tonight on my game The Affordance of Gibbet (source code here) which I haven't really said much about cause I've always got this fear of sharing art that I might never finish

bascially going to be a 2D kirby style game, just the smallest possible game I can do to prove I can complete a project!

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The third Min-Max class reveal! An animatronic killing machine called The Computer

always sad my big projects die from scope creep cause making these three was such a blast!!! I'm obsessed with my tf2-esque style that focuses more on flat cel-shaded characters with sharp details. They'll just have to stay on the backburner until I have a project to use them

robo-OCs Computer and Gibbet my beloveds

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Here's today's Pneumagination progress!!

This will be where you'll wire your lights, animatronics, pinball machines, ect! For such an integral part of the game I wanted to give these node groups a special flair!

Everything is precomputed to make this very performant since the game itself is going to be so heavy.

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Managed to reimplement all props full texture sets alongside having a more useful default palette to show the paintable layers in preview.

Still need to get the first draft of the cel shader in but just been too busy to really sit down and take a crack at it.

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Ok got the first part down for converting the paint shader. Now I can either choose to get the raytraced shader to work (messing with someone elses code) or implementing the dynamic cel shading (very daunting code mess). No clue which I'll choose or if I'll go off to do some third thing lol

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Update on the outlines, gonna have them appear on any objects you're moving just like a cartoon before they snap back to the background when static

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Outline and cel drop shadow effect test. Still gotta reimplement my custom cel shade technique from Min-Max but its already looking promising with the pathtraced + Kuwahara filter backgrounds

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